/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.actor.instance;

import java.util.ArrayList;
import java.util.List;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.geoengine.GeoData;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Spawn;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation;
import net.sf.l2j.gameserver.templates.L2NpcTemplate;

public class L2ControlTowerInstance extends L2NpcInstance
{
    private List<L2Spawn> _guards; 

    public L2ControlTowerInstance(int objectId, L2NpcTemplate template)
    {
        super(objectId, template);
    }

    @Override
	public boolean isAttackable()
    {
        // Attackable during siege by attacker only
        return (getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress());
    }

    @Override
	public boolean isAutoAttackable(L2Character attacker) 
    {
        // Attackable during siege by attacker only
        return (attacker != null && attacker instanceof L2PcInstance && getCastle() != null
            && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress()
            && getCastle().getSiege().checkIsAttacker(((L2PcInstance)attacker).getClan()));
    }

    @Override
	public void onForcedAttack(L2PcInstance player)
    {
        onAction(player);
    }

    @Override
	public void onAction(L2PcInstance player)
    {
        if (!canTarget(player))
            return;

        // Check if the L2PcInstance already target the L2NpcInstance
        if (this != player.getTarget())
        {
            // Set the target of the L2PcInstance player
            player.setTarget(this);

            // Send a Server->Client packet MyTargetSelected to the L2PcInstance player
            MyTargetSelected my = new MyTargetSelected(getObjectId(), player.getLevel() - getLevel());
            player.sendPacket(my);

            // Send a Server->Client packet StatusUpdate of the L2NpcInstance to the L2PcInstance to update its HP bar
            StatusUpdate su = new StatusUpdate(getObjectId());
            su.addAttribute(StatusUpdate.CUR_HP, (int)getStatus().getCurrentHp());
            su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
            player.sendPacket(su);

            // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
            player.sendPacket(new ValidateLocation(this));
        }
        else
        {
            if (isAutoAttackable(player) && Math.abs(player.getZ() - getZ()) < 100 // Less then max height difference, delete check when geo
                && GeoData.getInstance().canSeeTarget(player, this))
            {
                // Notify the L2PcInstance AI with AI_INTENTION_INTERACT
                player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);

                // Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
                player.sendPacket(new ActionFailed());
            }
        }
    }

    public void onDeath()
    {
        if (getCastle().getSiege().getIsInProgress())
        {
            getCastle().getSiege().reduceControlTowerCount();

            if (getGuards() != null && !getGuards().isEmpty())
            {
                for (L2Spawn spawn: getGuards())
                {
                    if (spawn == null)
                        continue;
                    spawn.stopRespawn();

                }
            }
        }
    }

    public void registerGuard(L2Spawn guard)
    {
        getGuards().add(guard);
    }

    public final List<L2Spawn> getGuards()
    {
        if (_guards == null)
            _guards = new ArrayList<>();
        return _guards;
    }
}